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<blockquote data-quote="Elric" data-source="post: 4781912" data-attributes="member: 1139"><p>M&M is a great game. There's lots of useful stuff at <a href="http://www.atomicthinktank.com/index.php" target="_blank">The Atomic Think Tank</a>, the official forums.</p><p></p><p>My Roll Call thread there has two detailed character creation examples, which should be helpful in learning the character creation system: <a href="http://www.atomicthinktank.com/viewtopic.php?p=402256#402256" target="_blank"> Minotaur, a powerhouse, and the Martial Artist archetype</a>. </p><p></p><p>I also have three fights written from the perspective of the players and GM, so they're designed to help people understand the rules (Fights 1 and 2 in particular have a lot of explanation): </p><p><a href="http://www.atomicthinktank.com/viewtopic.php?p=406527#406527" target="_blank">Fight #1: X-Men vs. Brotherhood of Evil Mutants</a> </p><p><a href="http://www.atomicthinktank.com/viewtopic.php?p=408363#408363" target="_blank">Fight #2: Avengers vs. White Knight</a></p><p><a href="http://www.atomicthinktank.com/viewtopic.php?p=445048#445048" target="_blank">Fight #3: Avengers vs. Overshadow</a></p><p></p><p>If you're looking for comic book conversions to use, the gold standard is <a href="http://www.atomicthinktank.com/viewtopic.php?t=14764" target="_blank">Taliesin's Roll Call thread</a> (he has lots of non-comic book conversions as well).</p><p></p><p>For game balance issues that can arise, you can't do better than to read the (very long) first two posts of <a href="http://www.atomicthinktank.com/viewtopic.php?t=31064" target="_blank">Paragon’s thread on the limits of the PL system</a>. As a warning, M&M is not meant to be a GM-hands off system. M&M strives for flexibility and ease of play, rather than strict game-balance. So don't hesitate to act to keep things fun for everyone. </p><p></p><p>As a starting game, I'd do PL 10, 150 pp. At that PL characters feel like "major heroes", but not quite world-beaters. You can do very good builds of the X-Men at PL 10, 150 pp, for example.</p><p></p><p>For books, Instant Superheroes is quite good. Freedom City offers a lot of characters and a great, detailed setting. Ultimate Power is a much clearer exposition of the game's power system, offers inspiration for builds, and has some changes to powers that, if you want to use them, are generally improvements. I'd stay away from the Mastermind's Manual; it's mainly about rules tinkering, but the suggestions there clearly weren't as well thought out on average as the rules in the core book.</p></blockquote><p></p>
[QUOTE="Elric, post: 4781912, member: 1139"] M&M is a great game. There's lots of useful stuff at [url=http://www.atomicthinktank.com/index.php]The Atomic Think Tank[/url], the official forums. My Roll Call thread there has two detailed character creation examples, which should be helpful in learning the character creation system: [url=http://www.atomicthinktank.com/viewtopic.php?p=402256#402256] Minotaur, a powerhouse, and the Martial Artist archetype[/url]. I also have three fights written from the perspective of the players and GM, so they're designed to help people understand the rules (Fights 1 and 2 in particular have a lot of explanation): [url=http://www.atomicthinktank.com/viewtopic.php?p=406527#406527]Fight #1: X-Men vs. Brotherhood of Evil Mutants[/url] [url=http://www.atomicthinktank.com/viewtopic.php?p=408363#408363]Fight #2: Avengers vs. White Knight[/url] [url=http://www.atomicthinktank.com/viewtopic.php?p=445048#445048]Fight #3: Avengers vs. Overshadow[/url] If you're looking for comic book conversions to use, the gold standard is [url=http://www.atomicthinktank.com/viewtopic.php?t=14764]Taliesin's Roll Call thread[/url] (he has lots of non-comic book conversions as well). For game balance issues that can arise, you can't do better than to read the (very long) first two posts of [url=http://www.atomicthinktank.com/viewtopic.php?t=31064]Paragon’s thread on the limits of the PL system[/url]. As a warning, M&M is not meant to be a GM-hands off system. M&M strives for flexibility and ease of play, rather than strict game-balance. So don't hesitate to act to keep things fun for everyone. As a starting game, I'd do PL 10, 150 pp. At that PL characters feel like "major heroes", but not quite world-beaters. You can do very good builds of the X-Men at PL 10, 150 pp, for example. For books, Instant Superheroes is quite good. Freedom City offers a lot of characters and a great, detailed setting. Ultimate Power is a much clearer exposition of the game's power system, offers inspiration for builds, and has some changes to powers that, if you want to use them, are generally improvements. I'd stay away from the Mastermind's Manual; it's mainly about rules tinkering, but the suggestions there clearly weren't as well thought out on average as the rules in the core book. [/QUOTE]
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